﻿/*
* Copyright (c) 2010-2012 Tesla Engine Group
* 
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
* 
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
* 
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/


using Tesla.Core;

namespace Tesla.Scene {
    /// <summary>
    /// Spatial controllers are added to any Spatial subclass that can be used to modify the
    /// spatial in some way over time. They are updated when the Spatial they are attached to is
    /// updated.
    /// </summary>
    public interface ISpatialController {

        /// <summary>
        /// Gets or sets if this controller is active or not. It will not be updated if it's not enabled.
        /// </summary>
        bool IsEnabled {
            get;
            set;
        }

        /// <summary>
        /// Updates the controller using the time per frame interpolation
        /// index.
        /// </summary>
        /// <param name="time">Interpolation timing snapshot</param>
        /// <param name="caller">Spatial calling the update method</param>
        void Update(GameTime time, Spatial caller);
    }
}
